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Updated On 02 Feb, 19
Course Introduction and User Interface - Working with the Viewport - Understanding Primitives - Working with Projects - Extrude and Edge Loop Tools - Bridge, Extrude and Multiple Edge Loops - Manual Boolean Operation - Mirroring and Symmetry - Edge Normals - Understanding UV Maps - Automatic Mapping - Projection Mapping and Unfold - UV Sew and UV Layout - UV Map Arrangement - Delete History and Layer Editor - Edge to Curve and NURBS to Poly - Duplicate Special - Create and Assign Materials - Material Color and Specularity - Applying Substances - Creating the UV Snapshot - UV Snapshot Setup in Photoshop - Creating the Rope Texture - Texture Based Normal Map - Assign the Normal Map - Setup for Projection - High Poly to Low Poly Projection - Finishing Up the Textures - Applying Materials to Game Objects - Unreal Engine 4 Grid Settings - Image Planes - Basic NURBS Shaping - Basic NURBS Shaping Continued - Basic NURBS Shaping Final - Live Surface Preparation - Modeling Toolkit Quad Draw - Continued Work with Quad Draw - Edge Spiders - Component Editor - Smooth Preview - Model Cleanup - Custom Viewport Layouts - MEL Script Basics - MEL Echo All Commands
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When modeling it is very common that one side of an object needs to by the same as another side. This can be accomplished a couple of different ways. First we will take a look at Mirroring geometry. With the use of edge loops we can create a line of going around the objects center. Once we have the object split in half we can take one side of the object and delete it so that only the side that we wish to have mirrored is left. Mirroring geometry is based on the pivot of the object so we will first need to center the pivot and then select the Mirror Geometry settings. The options for the Mirror Geometry tool will allow us to define the plane that we want the object to mirror across and then let Maya know that we not only want to mirror the object but also weld both sides together.
Another tool that can be used to keep one side identical to another side is through having symmetry activated in the move tool. The symmetry option within the move tool will allow us to work on one side of an object and have those changes made on the other side of the object automatically. Really it comes down to a choice for the developer on whether it is easier to simply develop one side of an object and then mirror it or to use symmetry and have the object automatically maintain symmetry. Keep in mind however that symmetry and mirroring geometry are really only effective for objects that you wish to have be identical on both sides.
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Sep 12, 2018
Excellent course helped me understand topic that i couldn't while attendinfg my college.
March 29, 2019
Great course. Thank you very much.